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-- Custom NPCs script by Crystal Rain -- Version: 1.0 -- Release date: 30.08.2013 -- The script might be a little bit complicated. It's recommended not to change anything. -- In order to add/modify NPCs you have to edit 'sys/lua/cnpc/list.lua' file. -- Credits: EngiN33R -> Helped me to solve a problems with angels and grammar. -- Setting up a global table cnpc = { 	-- Table for spawned NPCs 	spawnedNPCs = {}; 	 	-- Table for non-hooked functions 	funcs = { 		-- Table for NPC based functions 		npc = { 			-- Function to spawn an NPC 			-- type - Type id of an NPC 			-- x - X spawn position on the map (in pixels) 			-- y - Y spawn position on the map (in pixels) 			-- rot - Rotation to spawn with 			spawn = function(type, x, y, rot, health) 				if type == nil then print('\169255000000Error in function \'cnpc.funcs.npc.spawn\': \'type\' paramater is not specified!') return end 				if x == nil then print('\169255000000Error in function \'cnpc.funcs.npc.spawn\': \'x\' paramater is not specified!') return end 				if y == nil then print('\169255000000Error in function \'cnpc.funcs.npc.spawn\': \'y\' paramater is not specified!') return end 				if rot == nil then print('\169255000000Error in function \'cnpc.funcs.npc.spawn\': \'rot\' paramater is not specified!') return end 				if not cnpc.list[type] then if id == nil then print('\169255000000Error in function \'cnpc.funcs.npc.spawn\': NPC with type '.. type ..' does not exist!') return end return end 				 				local npcData = cnpc.list[type] 				local npc = { 					x = x; 					y = y; 					rot = rot; 					type = type; 					image = image(npcData.imagePath, 0, 0, 1); 					 					name = npcData.name; 					speed = npcData.speed; 					rotSpeed = npcData.rotationSpeed; 					behaviorType = npcData.behaviorType; 					bulletNum = npcData.bulletNum; 					wander = npcData.wander; 					dropMoney = npcData.dropMoney; 					team = npcData.team; 					attackCoolDown = npcData.attackCoolDown; 					health = health or npcData.health; 					damage = npcData.damage; 					data = npcData; 					wanderRotateTo = 0; 					wanderSteps = 0; 					lastAttack = os.clock(); 					closestPlayer = 0; 					closestPlayerLastSeen = false; 					timerParams = false; 				} 				imagepos(npc.image, x, y, rot) 				imagehitzone(npc.image, 3, -npcData.hitbox/2, -npcData.hitbox/2, npcData.hitbox, npcData.hitbox) 				table.insert(cnpc.spawnedNPCs, npc) 			end; 			 			-- Function that removes/despawns the NPC 			-- id - The ID of spawned NPC (from cnpc.spawnedNPCs table) 			remove = function(id) 				if id == nil then print('\169255000000Error in function \'cnpc.funcs.npc.remove\': \'id\' paramater is not specified!') return end 				if not cnpc.spawnedNPCs[id] then print('\169255000000Error in function \'cnpc.funcs.npc.remove\': NPC with ID '.. id ..' does not exist!') return end 				 				local npc = cnpc.spawnedNPCs[id] 				freeimage(npc.image) 				if npc.timerParams ~= false then freetimer(npc.timerParams[1], npc.timerParams[2]) npc.timerParams = false end 				cnpc.spawnedNPCs[id] = nil 			end; 			 			-- Function that forces NPC to attack 			-- id - The ID of spawned NPC (from cncp.spawnedNPCs table) 			-- NOTE: TO USE THIS FUNCTION, NPC HAS TO HAVE THE CLOSEST PLAYER! 			attack = function(id) 				if id == nil then print('\169255000000Error in function \'cnpc.funcs.npc.shoot\': \'id\' paramater is not specified!') return end 				if not cnpc.spawnedNPCs[id] then print('\169255000000Error in function \'cnpc.funcs.npc.shoot\': NPC with ID '.. id ..' does not exist!') return end 				 				local npc = cnpc.spawnedNPCs[id] 				npc.lastAttack = os.clock() 				if npc.behaviorType == 0 then 					local health, armor = cnpc.funcs.math.calculateDamage(player(npc.closestPlayer, 'health'), player(npc.closestPlayer, 'armor'), npc.damage) 					local slashImage = image('gfx/knifeslash.bmp', 0, 0, 1) 					 					tween_rotate(npc.image, 62.5, npc.rot+35) 					timer(62.5, 'parse', 'lua "tween_rotate('.. npc.image ..', '.. (npc.attackCoolDown-0.0625)*1000 ..', '.. npc.rot ..')"') 					 					imagepos(slashImage, npc.x, npc.y, npc.rot) 					imageblend(slashImage, 1) 					tween_alpha(slashImage, 250, 0) 					timer(250, 'freeimage', slashImage) 					 					if health <= 0 then 						parse('customkill 0 "'.. npc.name ..'" '.. npc.closestPlayer) 					else 						parse('sethealth '.. npc.closestPlayer ..' '.. health) 						parse('setarmor '.. npc.closestPlayer ..' '.. armor) 					end 					 					for _, pl in pairs(player(0, 'tableliving')) do 						local x, y = player(pl, 'x'), player(pl, 'y') 						if x >= npc.x - 320 and y >= npc.y - 240 and x <= npc.x + 320 and y <= npc.y + 240 then 							parse('sv_sound2 '.. pl ..' "'.. npc.data.slashSound ..'"')	 							parse('sv_sound2 '.. pl ..' "player/hit'.. math.random(1, 3) ..'.wav"') 						end 					end 				elseif npc.behaviorType == 1 then 				for i = 1, npc.bulletNum do 					local rot = npc.rot + math.random(-npc.data.bulletSpreading, npc.data.bulletSpreading) 					local startX, startY = cnpc.funcs.math.extendPosition(npc.x, npc.y, rot, npc.data.bulletOffset) 					local endX, endY = cnpc.funcs.math.extendPosition(startX, startY, rot, npc.data.bulletLength) 					local wallX, wallY = cnpc.funcs.math.wallOnLine(startX, startY, endX, endY) 					 					local bulletShot = {} 					local bulletFlash = image('gfx/sprites/flare3.bmp', startX, startY, 1) 					local distance 					if wallX == -1 then 						distance = cnpc.funcs.math.distance(startX, startY, endX, endY) 					else 						distance = cnpc.funcs.math.distance(startX, startY, wallX, wallY) 					end 					 					local x1, y1 = cnpc.funcs.math.extendPosition(startX, startY, rot, distance / 3) 					local x2, y2 = cnpc.funcs.math.extendPosition(startX, startY, rot, (distance / 3)*2) 					local x3, y3 = cnpc.funcs.math.extendPosition(startX, startY, rot, distance) 					bulletShot = { 						cnpc.funcs.draw.line(startX, startY, x1, y1); 						cnpc.funcs.draw.line(x1, y1, x2, y2); 						cnpc.funcs.draw.line(x2, y2, x3, y3); 					} 					 					for k, v in pairs(bulletShot) do 						imagealpha(v, (4-k)*0.22) 						imagecolor(v, 255, 255, 0) 						tween_alpha(v, 125, 0) 						timer(125, 'freeimage', v) 					end 					 					if i == 1 then 					imageblend(bulletFlash, 1) 					imagecolor(bulletFlash, 255, 255, 0) 					imagealpha(bulletFlash, 0.25) 					tween_alpha(bulletFlash, 125, 0) 					timer(125, 'freeimage', bulletFlash) 					else 					imageblend(bulletFlash, 1) 					imagecolor(bulletFlash, 255, 255, 0) 					imagealpha(bulletFlash, 0) 					tween_alpha(bulletFlash, 125, 0) 					timer(125, 'freeimage', bulletFlash) 					end 					 					for _, pl in pairs(player(0, 'tableliving')) do 						local x, y = player(pl, 'x'), player(pl, 'y') 						if x >= npc.x - 320 and y >= npc.y - 240 and x <= npc.x + 320 and y <= npc.y + 240 then 							if i == 1 then 								parse('sv_sound2 '.. pl ..' "'.. npc.data.bulletSound ..'"') 							end 						end 						 						local lx, ly = npc.x, npc.y 						local ex, ey = math.sin(math.rad(npc.rot)), -math.cos(math.rad(npc.rot)) 						for i = 0, distance do 							lx, ly = lx + ex, ly + ey 							if x >= lx - 6 and y >= ly - 6 and x <= lx + 6 and y <= ly + 6 then 								local health, armor = cnpc.funcs.math.calculateDamage(player(pl, 'health'), player(pl, 'armor'), npc.damage) 								if health <= 0 then 									parse('customkill 0 "'.. npc.name ..'" '.. npc.closestPlayer) 								else 									parse('sethealth '.. npc.closestPlayer ..' '.. health) 									parse('setarmor '.. npc.closestPlayer ..' '.. armor) 								end 								break 							end 						end 					end 				end 				end 			end; 		}; 		 		-- Table for math based function 		math = { 			-- Function that returns distance between two points (in pixels) 			-- x1 - X position of the first point 			-- y1 - Y position of the first point 			-- x2 - X position of the second point 			-- y2 - Y position of the second point 			distance = function(x1, y1, x2, y2) 				return math.sqrt((y1 - y2)^2 + (x1 - x2)^2) 			end; 			-- Function that returns an angle between first and second point 			-- x1 - X position of the first point 			-- y1 - Y position of the first point 			-- x2 - X position of the second point 			-- y2 - Y position of the second point 			getAngle = function(x1, y1, x2, y2) 				return -math.deg(math.atan2(x1 - x2, y1 - y2)) 			end; 			-- Function that returns an extended position by dist pixels 			-- x - X position 			-- x - Y position 			-- dir - Direction in which the position should be extended 			-- dist - Distance by which the position should be extended 			extendPosition = function(x, y, dir, dist) 				return x + math.sin(math.rad(dir)) * dist, y - math.cos(math.rad(dir)) * dist 			end; 			 			-- Function that returns a negatively extended position by dist pixels. Just called 'dextend' for fun :P 			-- x - X position 			-- x - Y position 			-- dir - Direction in which the position should be dextended 			-- dist - Distance by which the position should be dextended 			dextendPosition = function(x, y, dir, dist) 				return x - math.sin(math.rad(dir)) * dist, y - math.cos(math.rad(dir)) * dist 			end; 			-- Function that returns calculated health and armor when player has got hit 			-- health - Player's health 			-- armor - Player's armor 			-- damage - Damage by which the player got hit 			calculateDamage = function(health, armor, damage) 				damage = (damage < 1 and 1 or damage) 				local coveredDamage, uncoveredDamage 				local returnHealth, returnArmor 				 				if armor > 200 then 					if armor == 201 then 						return math.floor(health-(damage*(1-0.25))), armor 					elseif armor == 202 or armor == 204 then 						return math.floor(health-(damage*(1-0.5))), armor 					elseif armor == 203 then 						return math.floor(health-(damage*(1-0.75))), armor 					elseif armor == 205 then 						return math.floor(health-(damage*(1-0.95))), armor 					end 				end 				 				if damage >= armor then 					uncoveredDamage = damage - armor 					coveredDamage = armor 				else 					uncoveredDamage = 0 					coveredDamage = damage 				end 				returnHealth = health-(coveredDamage*(1.0-tonumber(game('mp_kevlar'))))-uncoveredDamage 				returnArmor = armor - coveredDamage 				return math.floor(returnHealth), returnArmor 			end; 			-- Function that returns the position of the closest wall from first point to second point 			-- Returns -1, -1 if there is no wall 			-- x1 - X position of the first point 			-- y1 - Y position of the first point 			-- x2 - X position of the second point 			-- y2 - Y position of the second point 			wallOnLine = function(x1, y1, x2, y2) 				local angle = cnpc.funcs.math.getAngle(x1, y1, x2, y2) 				local distance = math.floor(cnpc.funcs.math.distance(x1, y1, x2, y2)) 				local increaseX, increaseY = cnpc.funcs.math.extendPosition(x1, y1, angle, 1) 				for i = 1, distance do 					x1, y1 = cnpc.funcs.math.extendPosition(x1, y1, angle, 1) 					if tile(math.floor(x1/32), math.floor(y1/32), 'wall') then 						return x1, y1 					end 				end 				return -1, -1 			end; 			-- Function that returns the position of the closest wall or obstacle from first point to second point 			-- Returns -1, -1 if there is no wall or obstacle 			-- x1 - X position of the first point 			-- y1 - Y position of the first point 			-- x2 - X position of the second point 			-- y2 - Y position of the second point 			obstructionOnLine = function(x1, y1, x2, y2) 				local angle = cnpc.funcs.math.getAngle(x1, y1, x2, y2) 				local distance = math.floor(cnpc.funcs.math.distance(x1, y1, x2, y2)) 				local increaseX, increaseY = cnpc.funcs.math.extendPosition(x1, y1, angle, 1) 				for i = 1, distance do 					x1, y1 = cnpc.funcs.math.extendPosition(x1, y1, angle, 1) 					if tile(math.floor(x1/32), math.floor(y1/32), 'wall') then 						return x1, y1 					elseif tile(math.floor(x1/32), math.floor(y1/32), 'obstacle') then 						return x1, y1 					end 				end 				return -1, -1 			end; 		}; 		draw = { 			-- Draws a line 			-- x1 - Starting X position 			-- y1 - Starting Y position 			-- x2 - Ending X position 			-- y2 - Ending Y position 			line = function(x1, y1, x2, y2, mode) 				mode = mode or 1 				local line = image('gfx/cnpc/1x1.png', 0, 0, mode) 				local angle, distance = cnpc.funcs.math.getAngle(x1, y1, x2, y2), cnpc.funcs.math.distance(x1, y1, x2, y2) 				local x, y = cnpc.funcs.math.extendPosition(x1, y1, angle, distance/2) 				imagepos(line, x, y, angle) 				imagescale(line, 1, distance) 				return line 			end 		} 	}; 	 	-- Table for hooked functions 	hooks = { 		-- Always hook 		always = function() 			-- Scripting NPC's behavior 			for npcID, npc in pairs(cnpc.spawnedNPCs) do 				local lastClosest = npc.closestPlayer 				npc.closestPlayer = 0 				local lastDist = 240 				for _, pl in pairs(player(0, 'tableliving')) do 					if npc.behaviorType == 0 then 						local wallX, wallY = cnpc.funcs.math.obstructionOnLine(npc.x, npc.y, player(pl, 'x'), player(pl, 'y')) 							if wallX == -1 then 								local distance = cnpc.funcs.math.distance(npc.x, npc.y, player(pl, 'x'), player(pl, 'y')) 								if distance < lastDist then 									if npc.team == 0 then 										npc.closestPlayer = pl 										lastDist = distance 									elseif npc.team == 1 then 										if player(pl, 'team') ~= 1 then 											npc.closestPlayer = pl 											lastDist = distance 										end 									elseif npc.team == 2 then 										if player(pl, 'team') == 1 then 											npc.closestPlayer = pl 											lastDist = distance 										end 									end 								end 							end 					elseif npc.behaviorType == 1 then 						local wallX, wallY = cnpc.funcs.math.wallOnLine(npc.x, npc.y, player(pl, 'x'), player(pl, 'y')) 						if wallX == -1 then 							local distance = cnpc.funcs.math.distance(npc.x, npc.y, player(pl, 'x'), player(pl, 'y')) 							if distance < lastDist then 								if npc.team == 0 then 									npc.closestPlayer = pl 									lastDist = distance 								elseif npc.team == 1 then 									if player(pl, 'team') ~= 1 then 										npc.closestPlayer = pl 										lastDist = distance 									end 								elseif npc.team == 2 then 									if player(pl, 'team') == 1 then 										npc.closestPlayer = pl 										lastDist = distance 									end 								end 							end 						end 					end 				end 				if npc.closestPlayer ~= 0 then 					if lastClosest ~= npc.closestPlayer then 						npc.closestPlayerLastSeen = {player(npc.closestPlayer, 'x'), player(npc.closestPlayer, 'y')} 					end 				end 			 				if npc.closestPlayer > 0 then 					local angle = math.floor(cnpc.funcs.math.getAngle(npc.x, npc.y, npc.closestPlayerLastSeen[1], npc.closestPlayerLastSeen[2])) 					if (npc.lastAttack + npc.attackCoolDown < os.clock() and npc.behaviorType == 0) or (npc.behaviorType > 0) then 						if not (npc.rot <= angle + npc.rotSpeed and npc.rot >= angle - npc.rotSpeed) then 							if npc.rot > angle then 								if math.abs(angle - npc.rot) % 360 > 180 then 									npc.rot = npc.rot + npc.rotSpeed 								else 									npc.rot = npc.rot - npc.rotSpeed 								end 							else 								if math.abs(angle - npc.rot) % 360 > 180 then 									npc.rot = npc.rot - npc.rotSpeed 								else 									npc.rot = npc.rot + npc.rotSpeed 								end 							end 							if angle == -180 and npc.rot == 180 then npc.rot = -180 end -- This will prevent NPCs from freezing 							if npc.rot > 180 then npc.rot = npc.rot - 360 end 							if npc.rot < -180 then npc.rot = npc.rot + 360 end 							imagepos(npc.image, npc.x, npc.y, npc.rot) 						else 							npc.rot = angle 							imagepos(npc.image, npc.x, npc.y, npc.rot) 							if npc.timerParams == false then 								npc.timerParams = {'parse', 'lua "cnpc.spawnedNPCs['.. npcID ..'].closestPlayerLastSeen = {'.. player(npc.closestPlayer, 'x') ..', '.. player(npc.closestPlayer, 'y') ..'} cnpc.spawnedNPCs['.. npcID ..'].timerParams = false"'} 								timer(62.5, 'parse', npc.timerParams[2]) 							end 						end 					end 					 					if (npc.rot <= angle + npc.rotSpeed and npc.rot >= angle - npc.rotSpeed) then 						if not npc.rot == angle then 							npc.rot = angle 							imagepos(npc.image, npc.x, npc.y, npc.rot) 						end 						local distance = cnpc.funcs.math.distance(npc.x, npc.y, player(npc.closestPlayer, 'x'), player(npc.closestPlayer, 'y')) 						if npc.lastAttack + npc.attackCoolDown < os.clock() then 							if npc.behaviorType == 0 and not (distance < 20) then 								local x, y = cnpc.funcs.math.extendPosition(npc.x, npc.y, npc.rot, npc.speed) 								if tile(math.floor((x-6)/ 32), math.floor((y-6) / 32), 'walkable') and tile(math.floor((x+6)/ 32), math.floor((y+6) / 32), 'walkable') and tile(math.floor((x-6) / 32), math.floor((y+6) / 32), 'walkable') and tile(math.floor((x+6) / 32), math.floor((y-6) / 32), 'walkable') then 									npc.x, npc.y = cnpc.funcs.math.extendPosition(npc.x, npc.y, npc.rot, npc.speed) 									imagepos(npc.image, npc.x, npc.y, npc.rot) 								end 							elseif npc.behaviorType == 0 and (distance < 20) then 								cnpc.funcs.npc.attack(npcID) 							elseif npc.behaviorType == 1 and npc.closestPlayer > 0 then 								cnpc.funcs.npc.attack(npcID) 							end 							if npc.behaviorType == 1 and (distance < 20) and npc.closestPlayer > 0 then 								local x, y = cnpc.funcs.math.dextendPosition(npc.x, npc.y, npc.rot, npc.speed) 								if tile(math.floor((x-6)/ 32), math.floor((y-6) / 32), 'walkable') and tile(math.floor((x+6)/ 32), math.floor((y+6) / 32), 'walkable') and tile(math.floor((x-6) / 32), math.floor((y+6) / 32), 'walkable') and tile(math.floor((x+6) / 32), math.floor((y-6) / 32), 'walkable') then 									npc.x, npc.y = cnpc.funcs.math.dextendPosition(npc.x, npc.y, npc.rot, npc.speed) 									imagepos(npc.image, npc.x, npc.y, npc.rot) 								end 							end 						end 					end 				elseif npc.closestPlayer == 0 and lastClosest == 0 then 					if npc.closestPlayerLastSeen ~= false then 						if not (math.floor(npc.x/32) == math.floor(npc.closestPlayerLastSeen[1]/32) and math.floor(npc.y/32) == math.floor(npc.closestPlayerLastSeen[2]/32)) then	 							local angle = math.floor(cnpc.funcs.math.getAngle(npc.x, npc.y, npc.closestPlayerLastSeen[1], npc.closestPlayerLastSeen[2])) 							if not (npc.rot <= angle + npc.rotSpeed and npc.rot >= angle - npc.rotSpeed) then 								if npc.rot > angle then 									if math.abs(angle - npc.rot) % 360 > 180 then 										npc.rot = npc.rot + npc.rotSpeed 									else 										npc.rot = npc.rot - npc.rotSpeed 									end 								else 									if math.abs(angle - npc.rot) % 360 > 180 then 										npc.rot = npc.rot - npc.rotSpeed 									else 										npc.rot = npc.rot + npc.rotSpeed 									end 								end 								if angle == -180 and npc.rot == 180 then npc.rot = -180 end -- This will prevent NPCs from freezing 								if npc.rot > 180 then npc.rot = npc.rot - 360 end 								if npc.rot < -180 then npc.rot = npc.rot + 360 end 								imagepos(npc.image, npc.x, npc.y, npc.rot) 							else 								if not npc.rot == angle then 									npc.rot = angle 									imagepos(npc.image, npc.x, npc.y, npc.rot) 								end 								 								local x, y = cnpc.funcs.math.extendPosition(npc.x, npc.y, npc.rot, npc.speed) 								if tile(math.floor((x-6)/ 32), math.floor((y-6) / 32), 'walkable') and tile(math.floor((x+6)/ 32), math.floor((y+6) / 32), 'walkable') and tile(math.floor((x-6) / 32), math.floor((y+6) / 32), 'walkable') and tile(math.floor((x+6) / 32), math.floor((y-6) / 32), 'walkable') then 									npc.x, npc.y = cnpc.funcs.math.extendPosition(npc.x, npc.y, npc.rot, npc.speed) 									imagepos(npc.image, npc.x, npc.y, npc.rot) 								end 							end 						end 					end 					 					 					if math.random(1,300) == 1 then 						if npc.wanderSteps < 1 then 							if math.random(1,2) == 1 then 							npc.wanderRotateTo = npc.rot + math.random(0,90) 							else 							npc.wanderRotateTo = npc.rot - math.random(0,90) 							end 							if npc.wanderRotateTo > 359 then 							npc.wanderRotateTo = 359 							end 							if npc.wanderRotateTo < 0 then 							npc.wanderRotateTo = 0 							end 						npc.wanderSteps = math.random(500,1000) * npc.wander 						end 					end 					if npc.wanderSteps > 0 then 						npc.wanderSteps = npc.wanderSteps - 1 					if npc.rot > npc.wanderRotateTo then 						if math.abs(npc.wanderRotateTo - npc.rot) % 360 > 180 then 							npc.rot = npc.rot + npc.rotSpeed 						else 							npc.rot = npc.rot - npc.rotSpeed 						end 						else 						if math.abs(npc.wanderRotateTo - npc.rot) % 360 > 180 then 							npc.rot = npc.rot - npc.rotSpeed 						else 							npc.rot = npc.rot + npc.rotSpeed 						end 						if npc.wanderRotateTo == -180 and npc.rot == 180 then npc.rot = -180 end -- This will prevent NPCs from freezing 						if npc.rot > 180 then npc.rot = npc.rot - 360 end 						if npc.rot < -180 then npc.rot = npc.rot + 360 end 					end 					imagepos(npc.image, npc.x, npc.y, npc.rot) 						local x, y = cnpc.funcs.math.extendPosition(npc.x, npc.y, npc.rot, npc.speed) 						if tile(math.floor((x-6)/ 32), math.floor((y-6) / 32), 'walkable') and tile(math.floor((x+6)/ 32), math.floor((y+6) / 32), 'walkable') and tile(math.floor((x-6) / 32), math.floor((y+6) / 32), 'walkable') and tile(math.floor((x+6) / 32), math.floor((y-6) / 32), 'walkable') then 							npc.x, npc.y = cnpc.funcs.math.extendPosition(npc.x, npc.y, npc.rot, npc.speed / 2) 							imagepos(npc.image, npc.x, npc.y, npc.rot) 						else 						if npc.wanderRotateTo > 179 then 							npc.wanderRotateTo = npc.wanderRotateTo + math.random(10,20) 							npc.rot = npc.wanderRotateTo 							imagepos(npc.image, npc.x, npc.y, npc.rot) 							else 							npc.wanderRotateTo = npc.wanderRotateTo - math.random(10,20) 							npc.rot = npc.wanderRotateTo 							imagepos(npc.image, npc.x, npc.y, npc.rot) 							if math.random(1,5) == 1 then 								npc.wanderSteps = npc.wanderSteps - 100 							end 						end 						end 					end 				end 			end 		end; 		 		-- Leave hook 		leave = function(id) 			-- Removing timer when closest player leaves the server 			for _, npc in pairs(cnpc.spawnedNPCs) do 				if npc.closestPlayer == id then 					if npc.timerParams ~= false then 						freetimer(npc.timeParams[1], npc.timeParams[2]) 						npc.timerParams = false 					end 				end 			end 		end; 		 		-- Hitzone hook 		hitzone = function(imageid, playerid, objectid, weapon, impactx, impacty) 			-- NPC getting hit 			local npc, npcID 			for k, v in pairs(cnpc.spawnedNPCs) do 				if v.image == imageid then 					npc = v 					npcID = k 					break 				end 			end 			 			npc.health = npc.health - itemtype(player(playerid, 'weapontype'), 'dmg') 			if npc.health <= 0 then 				if npc.dropMoney == 1 then 				parse('spawnitem 66 '.. npc.x / 32 ..' '.. npc.y / 32 ..'') 				end 				if npc.dropMoney == 2 then 				parse('spawnitem 67 '.. npc.x / 32 ..' '.. npc.y / 32 ..'') 				end 				if npc.dropMoney == 3 then 				parse('spawnitem 68 '.. npc.x / 32 ..' '.. npc.y / 32 ..'') 				end 				cnpc.funcs.npc.remove(npcID) 				for _, pl in pairs(player(0, 'tableliving')) do 					local x, y = player(pl, 'x'), player(pl, 'y') 					if x >= npc.x - 320 and y >= npc.y - 240 and x <= npc.x + 320 and y <= npc.y + 240 then 						parse('sv_sound2 '.. pl ..' "'.. npc.data.deathSound ..'"') 					end 				end 			end 		end; 		 		-- Trigger hook 		trigger = function(trigger, source) 			-- Spawning NPCs on trigger 			for x = 0, map('xsize') do 				for y = 0, map('ysize') do 					if entity(x, y, 'name') == trigger and entity(x, y, 'typename') == 'Env_Item' then 						local wordTable = {} 						for word in string.gmatch(entity(x, y, 'trigger'), '[^%s]+') do 							table.insert(wordTable, word) 						end 						if wordTable[1] == 'cnpc' then 							local id, health, rot, spawn = tonumber(wordTable[2]), tonumber(wordTable[3]), tonumber(wordTable[4]), tonumber(wordTable[5]) 							local error = false 							 							-- Checking entity for the errors 							local parameters = {'id', 'health', 'rot', 'spawn'} 							for k, v in pairs(parameters) do 								if not wordTable[k+1] then 									print(k+1) 									error = '\169255000000Unable to spawn NPC using entity on tile \''.. x ..'|'.. y ..'\': \''.. v ..'\' parameter is not specified!' 								end 							end 							if not error then 								if not cnpc.list[id] then 									error = '\169255000000Unable to spawn NPC using entity on tile \''.. x ..'|'.. y ..'\': NPC with type '.. id ..' does not exist!' 								end 							end 							 							if not error then 								if spawn == 1 then 									cnpc.funcs.npc.spawn(id, x*32+16, y*32+16, rot, health == 0 and nil or health) 								end 							else 								print(error) 							end 						end 					end 				end 			end 		end; 		 		-- Startround hook 		startround = function() 			-- Despawning all the NPCs from the last round and spawning new 			freetimer() 			cnpc.spawnedNPCs = {} 			 			for x = 0, map('xsize') do 				for y = 0, map('ysize') do 					if entity(x, y, 'typename') == 'Env_Item' then 						local wordTable = {} 						for word in string.gmatch(entity(x, y, 'trigger'), '[^%s]+') do 							table.insert(wordTable, word) 						end 						 						if wordTable[1] == 'cnpc' then 							local id, health, rot, spawn = tonumber(wordTable[2]), tonumber(wordTable[3]), tonumber(wordTable[4]), tonumber(wordTable[5]) 							local error = false 							 							-- Checking entity for the errors 							local parameters = {'id', 'health', 'rot', 'spawn'} 							for k, v in pairs(parameters) do 								if not wordTable[k+1] then 									error = '\169255000000Unable to spawn NPC using entity on tile \''.. x ..'|'.. y ..'\': \''.. v ..'\' parameter is not specified!' 								end 							end 							if not error then 								if not cnpc.list[id] then 									error = '\169255000000Unable to spawn NPC using entity on tile \''.. x ..'|'.. y ..'\': NPC with type '.. id ..' does not exist!' 								end 							end 							 							if not error then 								if spawn == 1 then 									cnpc.funcs.npc.spawn(id, x*32+16, y*32+16, rot, health == 0 and nil or health) 								end 							else 								print(error) 							end 						end 					end 				end 			end 		end; 		 		-- Parse hook 		parse = function(cmd) 			-- Creating console commands 			local wordTable = {} 			for word in string.gmatch(cmd, '[^%s]+') do 				table.insert(wordTable, word) 			end 			 			local parameters, error, successFunction, identifier 			if wordTable[1] == 'cnpc_spawn' then 				parameters = {'type', 'x', 'y', 'rot'} 				identifier = 'type' 				successFunction = function() 					cnpc.funcs.npc.spawn(tonumber(wordTable[2]), tonumber(wordTable[3]), tonumber(wordTable[4]), tonumber(wordTable[5])) 				end 			elseif wordTable[1] == 'cnpc_damage' then 				parameters = {'id', 'damage'} 				identifier = 'id' 				successFunction = function() 					local npc = cnpc.spawnedNPCs[tonumber(wordTable[2])] 					npc.health = npc.health - tonumber(wordTable[3]) 					if npc.health <= 0 then 						cnpc.funcs.npc.remove(tonumber(wordTable[2])) 						for _, pl in pairs(player(0, 'tableliving')) do 							local x, y = player(pl, 'x'), player(pl, 'y') 							if x >= npc.x - 320 and y >= npc.y - 240 and x <= npc.x + 320 and y <= npc.y + 240 then 								parse('sv_sound2 '.. pl ..' "'.. npc.data.deathSound ..'"') 							end 						end 					end 				end 			elseif wordTable[1] == 'cnpc_despawn' then 				parameters = {'id'} 				identifier = 'id' 				successFunction = function() 					cnpc.funcs.npc.remove(tonumber(wordTable[2])) 				end 			end 			 			if parameters then 				for k, v in pairs(parameters) do 					if not wordTable[k+1] then 						error = '\169255000000Unable to execute \''.. wordTable[1] ..'\' command: \''.. v ..'\' parameter is not specified!' 					end 				end 				if not error then 					local i = tonumber(wordTable[2]) 					if identifier == 'type' then 						if not cnpc.list[i] then 							error = '\169255000000Unable to execute \''.. wordTable[1] ..'\' command: NPC with type '.. i ..' does not exist!' 						end 					else 						if not cnpc.spawnedNPCs[i] then 							error = '\169255000000Unable to execute \''.. wordTable[1] ..'\' command: NPC with id '.. i ..' does not exist!' 						end 					end 				end 				 				if not error then 					successFunction() 				else 					print(error) 				end 				return 2 			end 		end; 	}; } -- Adding hooks addhook('always', 'cnpc.hooks.always') addhook('leave', 'cnpc.hooks.leave') addhook('hitzone', 'cnpc.hooks.hitzone') addhook('trigger', 'cnpc.hooks.trigger') addhook('startround', 'cnpc.hooks.startround') addhook('parse', 'cnpc.hooks.parse') -- Loading up a custom NPC list dofile('sys/lua/cnpc/list.lua') -- Checking NPC list for the errors print('\169255255255Checking NPC list for critical errors...') local errors = 0 for npcType, npc in pairs(cnpc.list) do 	local error = false 	for _, value in pairs({'name', 'imagePath', 'deathSound', 'speed', 'rotationSpeed', 'behaviorType', 'attackCoolDown', 'health', 'damage', 'hitbox'}) do 		if npc[value] == nil then 			print('\169255000000Error in type '.. npcType ..': Value \''.. value ..'\' is not specified! Excluding the NPC from the list.') 			cnpc.list[npcType] = nil 			error = true 			errors = errors + 1 			break 		end 	end 	if not error then 		local parameters = {[0] = {'slashSound'}, [1] = {'bulletLength', 'bulletSpreading', 'bulletOffset', 'bulletSound'}} 		for _, value in pairs(parameters[npc.behaviorType]) do 			if npc[value] == nil then 				print('\169255000000Error in checking type '.. npcType ..': Value \''.. value ..'\' is not specified! Excluding the NPC from the list.') 				cnpc.list[npcType] = nil 				error = true 				errors = errors + 1 				break 			end 		end 	end end print(errors == 0 and '\169255255255No errors was found in the NPC list.' or '\169255000000'.. errors ..' error(s) have occured during the check! See messages above for more information!') -- Executing "startround" hook cnpc.hooks.startround()